Card Nerf - Mogu Fleshshaper

Submitted 5 years ago by

Mogu Fleshshaper is having its mana cost increased to 9, from 7, in the December 19 Patch.

How do you feel about this change?

Once these changes are live, players will be able to disenchant the adjusted cards for their full Arcane Dust value for two weeks.

  • Fluxflashor's Avatar
    CEO 2015 3142 Posts Joined 10/19/2018
    Posted 5 years ago

    Mogu Fleshshaper is having its mana cost increased to 9, from 7, in the December 19 Patch.

    How do you feel about this change?

    Once these changes are live, players will be able to disenchant the adjusted cards for their full Arcane Dust value for two weeks.

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    0
  • Yusuke's Avatar
    295 187 Posts Joined 06/02/2019
    Posted 5 years ago

    Could be balanced or underpowered now, we will see.

    -2
  • DelkoHS's Avatar
    Child of Galakrond 485 481 Posts Joined 05/28/2019
    Posted 5 years ago

    Shaman can now evolve into Hakkar, the Soulflayer to counter OTK Paladin >.>

    -1
  • AliRadicali's Avatar
    465 713 Posts Joined 06/06/2019
    Posted 5 years ago

    I don't like it. I'd much rather have seen a fundamental rule-change whereby cards retain their played mana cost while they remain in play, effectively nerfing a bunch of swingy interactions involving discounted minions and cards that care about mana costs.

     

    Instead we got the conjurer's calling nerf last season and Mogu getting whacked now, when both of those cards would be fine in a world where giants and fleshshapers retain their mana cost.

    0
  • iWatchUSleep's Avatar
    1095 819 Posts Joined 05/28/2019
    Posted 5 years ago

    Here's to hoping that evolve original mana mechanic isn't exclusive to this week's tavern brawl. In that case I'm not sure this card even needed a nerf.

    -2
  • MarcoHS's Avatar
    Scholomance Surveyor 325 97 Posts Joined 06/02/2019
    Posted 5 years ago

    Evolve into a 10 mana minion.. nerf or buff ?

    -1
  • VooDooSaurus's Avatar
    E.V.I.L. Dragon 280 64 Posts Joined 11/21/2019
    Posted 5 years ago

    Seems more balanced now, possibly underpowered, but still usable. Dealing with the minions they get a few turns later is actually better, and 10 drops are arguably worse, with only colossus of the moon being the huge high roll. 

    -2
  • DoubleSummon's Avatar
    Ancestral Recall 1585 2271 Posts Joined 03/25/2019
    Posted 5 years ago

    Harder to play- good, evolves into 10 mana cost minions - bad..

    Well there wasn't much to expect on this department really.. I think they should change the mana cost+ evolve effects once and for all.. but they seem to not understand that.. sadly..

    at least now it will have a higher cost..you don't see shaman running Sea Giant it's more in line with the cost reduction mechanic.. at least you need to invest more on board to get a cost reduction and you can't get it for 1 mana from your own board alone.

    -2
  • CharismaSAVE's Avatar
    185 43 Posts Joined 07/22/2019
    Posted 5 years ago

    I think the reason they don't change the evolve mana cost is to do with UI simplicity. Mousing over a minion that was summoned for a different mana cost, you would need to see both - the original cost and what it was summoned for. I think that goes against their paradigm of an uncluttered UI that has to present a minimum of important information.

    Is there a way to do it that I'm missing?

    -1
  • AliRadicali's Avatar
    465 713 Posts Joined 06/06/2019
    Posted 5 years ago
    Quote From CharismaSAVE

    I think the reason they don't change the evolve mana cost is to do with UI simplicity. Mousing over a minion that was summoned for a different mana cost, you would need to see both - the original cost and what it was summoned for. I think that goes against their paradigm of an uncluttered UI that has to present a minimum of important information.

    Is there a way to do it that I'm missing?

    Why would you need to see both? You don't see the vanilla stats on a (hand-)buffed minion either. You could have the altered manacost, in green, show up when you mouse over the minion and it'd be more consistent with any other type of buff or stat-change in the game.

    -1
  • p's Avatar
    E.V.I.L. Dragon 615 127 Posts Joined 05/28/2019
    Posted 5 years ago

    Imo this pretty much kills the card especially against control decks you cant keep this at mulligan even with evolve. In a good day you can do the combo is around 5-6 and it will be your whole turn. Many times evolve wont be in your hand and this will be a dead card.

    And 10 mana minions are not that great vs 8 mana ones. There is no Tirion, Octosari, Alakir at 10 mana average you get is a Sea Giant for a 2 card combo

    -2
  • DarkFrostX's Avatar
    Old God Fanatic 830 1229 Posts Joined 07/26/2019
    Posted 5 years ago

    Makes me remember boom's nerf because of the cost, but still, I don't know how much it will affect it since 10 drops are not bad (for the evolve effect) and its cost heavily is affected by the board which differs from match to match.

    -2
  • Xarkkal's Avatar
    Servant of Illidan 910 1321 Posts Joined 03/29/2019
    Posted 5 years ago
    Quote From CharismaSAVE

    I think the reason they don't change the evolve mana cost is to do with UI simplicity. Mousing over a minion that was summoned for a different mana cost, you would need to see both - the original cost and what it was summoned for. I think that goes against their paradigm of an uncluttered UI that has to present a minimum of important information.

    Is there a way to do it that I'm missing?

    Why not just have the mana cost Green when it was played at a reduced cost? Just like any stat change on a minion. It's simple and already a feature in the game that won't cause any confusion. 

    -1
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